Harsk

Riuk Blood's page

135 posts. Organized Play character for Riuk.


Full Name

Riuk Blood

Race

skills/hp:
{HP:21}{Init +6}; .;{Percep+9};;{SenceM+8};{Doplom+2};{K(Dungeon)+4};{K(Nature)+4};{K;Stealth +8};{Survival+8}

Classes/Levels

Inquisitor 1(Sacred Huntsmaster)1/Monk {zen Archer}1

AC/saves:
AC;19/T;16/FF;16, { F:6}/{R:5}/{W:7}

Alignment

NG

Deity

Easivra

Strength 14
Dexterity 17
Constitution 14
Intelligence 10
Wisdom 16
Charisma 8

About Riuk Blood

korne

Stromcast

Male Inquisitor {sacred huntsmaster}1/Monk {zen archer}1
N Medium humanoid ()
Init:+4(+6 if can act in surprise round); (+3dex;+2 {feather domain},+1 Tactician)

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Defense:

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AC: 19, touch 16, flat-footed 16 (+3 armor, +3 Dex,+3wis )
hp: 11 (1d8+2+1 Fav Class)
Fort +6+4base+2con),
Ref +5(+2base+3dex),
Will +7(+4base+3will)
CMD:18

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Offense:

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Speed:20ft
Base Attack:+0
CMB:+2
Melee:+2
Range:+3{+1MW,+0base,+3dex,)

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Wepons:

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BA:0

Range:MW composite +2 Long bow+4
-------damage(1d8+2x3) Arrows(60)
-------Longbow Flurry +3/+3 (1d8+2/1d8+2)
Melee:Morningstar+2
-------damage:(1d8+3x4)

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Statistics:

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Str 14(+2),Dex 17(+3), Con 14(+2),Int 10(0),Wis 16(+2),Cha 8(-1)


Nalbrin Armor Adept::

(Combat, Dwarf, Local)
Through constant training you have attained the ability to use your Nalbrin abilities while in armor.
Prerequisites: Dwarf, proficient in armor, member of the Nalbrin
Benefit: You may continue to gain the benefit of your monk abilities while in armor with which you are proficient, providing the armor check penalty is 0. This doesn't apply to shields.
Normal: Monks in armor lose use of their AC bonus and flurry of blows abilities.
Special: Nalbrin may choose this as their 1st level bonus feat. .

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traits:

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Tactician
Called

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Skills:{10 Ranks}:

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Appraise +0 (+2 non-magical w/precious metals, gemstones),
Bluff (Cha),
Climb (Str),
Craft (Int),
Diplomacy (Cha), + 3(+1rank;-1cha,+3 ICS)
Disguise (Cha),
Heal (Wis),
Intimidate(Cha),+0(+o ranks;-1cha;+;+2{class level bonus}+3 INS)
Knowledge (arcana) (Int),
Knowledge(dungeoneering)(Int),+4(+7 to ID abilities of monsters) (1rank;+3 ICS)
Knowledge(nature)(Int),+4(+7 to ID abilities of creatures),(1rank;+3 ICS)
Knowledge (planes) (Int),
Knowledge (Religion) (Int),
Perception (Wis), + 9(+11 to notice unusual stonework),(+2;+3wis;+1{feather Domain}+3 ICS)
Profession (Wis),
Ride (Dex),
Sense Motive (Wis), +8 (+1 ranks;+3wis;+1 {class level bonus}+3 ICS)
Spellcraft (Int),
Stealth (Dex), +8 (2ranks;+3dex,+3 ICS)
Survival (Wis), + 8(+2 ranks;+3wis;+3 in class skill)
Swim (Str).

Languages Common, dwarven
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Stats:
Str 14(+2),Dex 18(+4),Con 14(+2),Int 10(0),Wis 14(+2),Cha 8(-1)

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Class inquisitor:

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Animal Companion {ex}
Monster Lore
stern gaze
Orsons

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Domain Animal
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Animal Domain
sub Feather

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Spells
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saving throw against an inquisitor's spell is 10 + the spell level + the inquisitor's Wisdom modifier. spells perday 1(5)
--0 level spells
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Disrupt Undead
Daze
Brand
Guidance
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Level 1 spells
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Cure Light Wounds
Keep Watch


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Monk zen archer:

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Flurry of Blows (Ex)
Perfect strike
Wis+ to ac

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Gear:

MW Studded leather 175 gp AC+3 Max dex+5 check penalty+0 20% 30 ft. 20 ft. 25 lbs.(250GP),
MW Composite Longbow+2 (675 gp) 1d8 ×3 100 ft. 3 lbs. P —
Arrows (60) (3 gp) 9 lbs.
Morningstar( 8GP) 1d8 ×2 — 6 lbs. P or B,
Backpack (empty)2 gp,
Bedroll 1 sp
Bell 1 gp ,
Blanket, winter 5 sp,
Lantern, bullseye 12 gp,
Rations, trail (per day)x10 5 sp
Rope, hemp (50 ft.)
Rope, silk (50 ft.) 10 gp .
Sack (empty) 1 sp
Sealing wax 1 gp
Sewing needle 5 sp —
Shovel 2 gp
Signal whistle 8 sp —
Signet ring 5 gp
Tent, hanging 20 gp 15 lbs.
Cold-weather outfit 8 gp 7 lbs
Soap (per lb.) 5 sp
Waterskin 1 gp
Carrying Capacity
Light 0-58 lb. Medium 59-116 lb. Heavy 117-175 lb.

GP:20
SP:10
CP:100


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Special Abilities
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Standard Racial Traits:

•Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.

•Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
•Type: Dwarves are humanoids with the dwarf subtype.
•Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
•Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.

Defense Racial Traits
•Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
•Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
•Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Feat and Skill Racial Traits
•Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
•Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Senses Racial Traits
•Darkvision: Dwarves can see perfectly in the dark up to 60 feet.

Offense Racial Traits
•Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
•Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Backstory:

--Since Riuk was young he was an odd one. He was fascinated with going outside of the mountain, always asking if he could go. Once Riuk old enough his father told him the only way he could leave to see the outside world he would have to go to the Militia. The very next day He joined up, in his training although he took to it lake every one else Riuk did not feel it was for him. On day he found a oddly colored Bagger black with red strips down it body.
As he played and raise this animal there connection grew until the day he had a revelation from the God Tanagaar. The vision he had tolled Riuk he should be an inquisitor, so he did and now after all these years he has his chance to see some of the world. Riuk is ready and so is the loyal bagger by his side that has grown in power and strength would join Riuk in his travels.